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add a new text 'currentSelectionText' at the top of the board
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in applyCellOccupation() copy the reference the building at gameMap.cells[cellX][cellY] to adjacent cells depending on building cellW and cellH
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Currently building creation is done like that : gameMap.cells[rockIlot1Center.x][rockIlot1Center.y].building = new ConstructionYard(rockIlot1Center.x, rockIlot1Center.y, 1); How to make this 2x2 buliding occupy 2x2 cells ?
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but I'm a developper and I don't see the variable, here is the function: self.render = function () { // Move tiles instead of the view var viewSize = Math.ceil(Math.max(game.width, game.height) / 2 / 100); // Calculate viewSize based on game dimensions and tile size for (var x = self.currentViewCenter.x - viewSize - 1; x <= self.currentViewCenter.x + viewSize; x++) { for (var y = self.currentViewCenter.y - viewSize - 1; y <= self.currentViewCenter.y + viewSize; y++) { if (x >= 0 && x < self.cells.length && y >= 0 && y < self.cells[x].length) { var cell = self.cells[x][y]; var asset = cell.asset; var screenX = (x - self.currentViewCenter.x + viewSize) * asset.width; var screenY = (y - self.currentViewCenter.y + viewSize) * asset.height; asset.x = screenX; asset.y = screenY; if (!asset.parent) { self.addChild(asset); } // Render buildings var building = cell.building; if (building) { building.asset.x = screenX; building.asset.y = screenY; self.addChild(building.asset); } } else { if (asset && asset.parent) { self.removeChild(asset); } } } } };
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Bulding should occupy cellW cells horizontally and cellH cells vertically, so when user clicks on a 2x2 building it should select the buiding when he clicks at at (x,y) (x+1,y), (x,y+1) and (x+1,y+1)
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when drawing a building at x,y, x,y should be the top left corner
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in handleDragEnd add to cellX and cellY the offset due to currentViewCenter
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add cellW and cellH properties to buildings, constructionYard is 2x2
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add cellX and cellY propeties to buildings
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Fix Bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'var deltaX = currentPos.x - dragStart.x;' Line Number: 280
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Fix Bug: 'Timeout.tick error: Cannot read properties of null (reading 'playerId')' in or related to this line: 'return player1.playerId === id ? player1.tint : player2.tint;' Line Number: 205
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Fix Bug: 'Uncaught ReferenceError: global is not defined' in or related to this line: 'global.updateActionBoard = function () {' Line Number: 284
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Add a global function to handle the action board update
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/**** * Classes ****/ // Initialize game elements // Map class to represent the grid-based map system var Map = Container.expand(function () { var self = Container.call(this); self.cells = []; self.init = function (width, height) { for (var x = 0; x < width; x++) { self.cells[x] = []; for (var y = 0; y < height; y++) { // Initialize each cell with default terrain, height, resources self.cells[x][y] = { height: 0, resources: null, terrain: null, asset: null, building: null }; } } }; self.initTerrain = function (width, height) { for (var x = 0; x < width; x++) { for (var y = 0; y < height; y++) { // Initialize each cell with default terrain, height, resources self.cells[x][y].terrain = globalTerrain[x][y] === 1 ? 'rock' : 'sand'; self.cells[x][y].asset = globalTerrain[x][y] === 1 ? new Rock(x, y) : new Sand(x, y); } } }; self.currentViewCenter = { x: 15, y: 20 }; // Create a Text2 object to display the currentViewCenter coordinates self.viewCenterText = new Text2(self.currentViewCenter.x + ', ' + self.currentViewCenter.y, { size: 50, fill: '#ffffff', align: 'center' }); // Position the text at the top center of the screen LK.gui.top.addChild(self.viewCenterText); self.render = function () { // Move tiles instead of the view var viewSize = Math.ceil(Math.max(game.width, game.height) / 2 / 100); // Calculate viewSize based on game dimensions and tile size for (var x = self.currentViewCenter.x - viewSize - 1; x <= self.currentViewCenter.x + viewSize; x++) { for (var y = self.currentViewCenter.y - viewSize - 1; y <= self.currentViewCenter.y + viewSize; y++) { if (x >= 0 && x < self.cells.length && y >= 0 && y < self.cells[x].length) { var cell = self.cells[x][y]; var asset = cell.asset; var screenX = (x - self.currentViewCenter.x + viewSize) * asset.width; var screenY = (y - self.currentViewCenter.y + viewSize) * asset.height; asset.x = screenX; asset.y = screenY; if (!asset.parent) { self.addChild(asset); } // Render buildings var building = cell.building; if (building) { building.asset.x = screenX; building.asset.y = screenY; self.addChild(building.asset); } } else { if (asset && asset.parent) { self.removeChild(asset); } } } } }; self.getNavigationMesh = function () { // Create and return the navigation mesh for pathfinding }; self.findPath = function (start, end) { // Implement A* pathfinding algorithm // Return the path from start to end }; self.lastInputPosition = null; self.handleInput = function (input) { console.log("Clicked " + input.x + ',' + input.y); self.currentViewCenter.x = input.x; self.currentViewCenter.y = input.y; // Clamp the view center to the map boundaries self.currentViewCenter.x = Math.max(14, Math.min(self.currentViewCenter.x, self.cells.length - 7)); self.currentViewCenter.y = Math.max(14, Math.min(self.currentViewCenter.y, self.cells[0].length - 9)); // Update the Text2 object with the new coordinates self.viewCenterText.setText(self.currentViewCenter.x + ', ' + self.currentViewCenter.y); }; self.checkCollisions = function () { // Handle collisions between units and obstacles }; self.serialize = function () { // Serialize map data to a file }; self.load = function (data) { // Load map data from a file }; }); var Sand = Container.expand(function (x, y) { var self = Container.call(this); self.asset = LK.getAsset('sand', { x: x * 100, y: y * 100 }); // Pre-create the asset for this cell return self.asset; }); var Rock = Container.expand(function (x, y) { var self = Container.call(this); self.asset = LK.getAsset('rock', { x: x * 100, y: y * 100 }); // Pre-create the asset for this cell return self.asset; }); // Base Building class var Building = Container.expand(function (x, y, type, playerId, cellW, cellH) { var self = Container.call(this); self.cellX = x; self.cellY = y; self.cellW = cellW || 1; // Default to 1x1 if not specified self.cellH = cellH || 1; // Default to 1x1 if not specified self.x = x * 100; self.y = y * 100; self.type = type; self.playerId = playerId; self.asset = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5, tint: getPlayerTint(playerId) }); self.asset.x = self.x; self.asset.y = self.y; // Initialize building-specific properties here // ... self.asset.on('down', function () { currentSelection = self; console.log("Building selected: P" + self.playerId + ' ' + self.type + " at cell " + self.cellX + "," + self.cellY); }); return self; }); var ConstructionYard = Building.expand(function (x, y, playerId) { var self = Building.call(this, x, y, 'constructionYard', playerId, 2, 2); // Additional properties and methods for ConstructionYard can be added here return self; }); var Player = Container.expand(function (playerId, tint) { var self = Container.call(this); self.playerId = playerId; self.resources = 0; self.tint = tint; self.spice = 1000; // Initialize spice property with 1000 // Initialize player-specific properties here // ... return self; }); // Command Panel class var CommandPanel = Container.expand(function () { var self = Container.call(this); self.graphics = self.attachAsset('boardBackground', { width: game.width, height: game.height * 0.22, color: 0x333333 }); // Set the center box position to the center of the screen self.x = game.width / 2 - self.graphics.width / 2; self.y = game.height - self.height + game.height * 0.01; }); /**** * Initialize Game ****/ // Event listeners // Instantiate and initialize the Map var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var getPlayerTint = function getPlayerTint(id) { return player1.playerId === id ? player1.tint : player2.tint; }; var gameIsRunning = false; var mapXSize = 50; var mapYSize = 30; var gameMap = null; var globalTerrain = null; var player1 = null; var player2 = null; var currentSelection = null; // Gui var player1SpiceText = null; // Prepare the map function prepareMap() { globalTerrain = new Array(mapXSize).fill(0).map(function () { return new Array(mapYSize).fill(0); }); gameMap = new Map(); gameMap.init(mapXSize, mapYSize); // Initialize with a 20x20 grid // Define a fixed rock ilot near the center left of the map var rockIlot1Center = { x: Math.floor(mapXSize * 0.15), y: Math.floor(mapYSize * 0.5) }; var rockIlot1Radius = 4; for (var x = rockIlot1Center.x - rockIlot1Radius; x <= rockIlot1Center.x + rockIlot1Radius; x++) { for (var y = rockIlot1Center.y - rockIlot1Radius; y <= rockIlot1Center.y + rockIlot1Radius; y++) { if (x >= 0 && x < mapXSize && y >= 0 && y < mapYSize) { globalTerrain[x][y] = 1; } } } console.log("rockIlot1Center at " + rockIlot1Center.x + ',' + rockIlot1Center.y); gameMap.cells[rockIlot1Center.x][rockIlot1Center.y].building = new ConstructionYard(rockIlot1Center.x, rockIlot1Center.y, 1); // Define a fixed rock ilot near the center right of the map var rockIlot2Center = { x: Math.floor(mapXSize * 0.85), y: Math.floor(mapYSize * 0.5) }; var rockIlot2Radius = 4; for (var x = rockIlot2Center.x - rockIlot2Radius; x <= rockIlot2Center.x + rockIlot2Radius; x++) { for (var y = rockIlot2Center.y - rockIlot2Radius; y <= rockIlot2Center.y + rockIlot2Radius; y++) { if (x >= 0 && x < mapXSize && y >= 0 && y < mapYSize) { globalTerrain[x][y] = 1; } } } console.log("rockIlot2Center at " + rockIlot2Center.x + ',' + rockIlot2Center.y); gameMap.cells[rockIlot2Center.x][rockIlot2Center.y].building = new ConstructionYard(rockIlot2Center.x, rockIlot2Center.y, 2); gameMap.initTerrain(mapXSize, mapYSize); // Initialize with a 20x20 grid console.log('ConstructionYard1 cell :', gameMap.cells[rockIlot1Center.x][rockIlot1Center.y]); // Add the map to the game game.addChild(gameMap); } //#region Event listeners var dragStart = null; function handleDragStart(obj) { dragStart = obj.event.getLocalPosition(game); } function handleDragMove(obj) { if (dragStart) { var currentPos = obj.event.getLocalPosition(game); var deltaX = currentPos.x - dragStart.x; var deltaY = currentPos.y - dragStart.y; dragStart = currentPos; // Update dragStart to the current position var inputPosition = { x: gameMap.currentViewCenter.x - Math.round(deltaX / 100), y: gameMap.currentViewCenter.y - Math.round(deltaY / 100) }; gameMap.handleInput(inputPosition); } } function handleDragEnd(obj) { var currentPos = obj.event.getLocalPosition(game); var input = { x: currentPos.x, y: currentPos.y }; var cellX = Math.floor(input.x / 100) + gameMap.currentViewCenter.x - Math.ceil(game.width / 2 / 100) - 3; var cellY = Math.floor(input.y / 100) + gameMap.currentViewCenter.y - Math.ceil(game.height / 2 / 100); if (cellX >= 0 && cellX < gameMap.cells.length && cellY >= 0 && cellY < gameMap.cells[cellX].length) { var cell = gameMap.cells[cellX][cellY]; if (!cell.building) { currentSelection = null; console.log("Nothing selected at " + cellX + ',' + cellY); } } dragStart = null; } game.on('down', handleDragStart); game.on('move', handleDragMove); game.on('up', handleDragEnd); //#endregion Event listeners // Global function to handle action board updates var updateActionBoard = function updateActionBoard() { // Update logic for the action board // This function can be called whenever the action board needs to be updated }; function initGame() { // Create players player1 = new Player(1, 0xAAAAff); player2 = new Player(2, 0xffAAAA); // Prepare the map prepareMap(); // Instantiate CommandPanel var commandPanel = game.addChild(new CommandPanel()); // Create a Text2 object to display player1's spice level player1SpiceText = new Text2(player1.spice.toString(), { size: 50, fill: '#000000', font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); player1SpiceText.anchor.set(1.0, 0); // Add the spice level text to the GUI overlay LK.gui.topRight.addChild(player1SpiceText); gameIsRunning = true; } // Game tick LK.on('tick', function () { // Render the map each tick if (gameIsRunning) { gameMap.render(); } }); // Start the game LK.setTimeout(function () { initGame(); }, 100);
===================================================================
--- original.js
+++ change.js
@@ -59,19 +59,11 @@
}
// Render buildings
var building = cell.building;
if (building) {
- //if (!building.parent) {
- //self.addChild(building.asset);
- //building.x = screenX;
- //building.y = screenY;
building.asset.x = screenX;
building.asset.y = screenY;
- //if (!building.asset.parent)
- {
- self.addChild(building.asset);
- }
- //console.log("Building at " + x + ',' + y, building);
+ self.addChild(building.asset);
}
} else {
if (asset && asset.parent) {
self.removeChild(asset);
@@ -88,17 +80,8 @@
// Return the path from start to end
};
self.lastInputPosition = null;
self.handleInput = function (input) {
- /*var cellX = Math.floor(input.x / 100);
- var cellY = Math.floor(input.y / 100);
- if (cellX >= 0 && cellX < self.cells.length && cellY >= 0 && cellY < self.cells[cellX].length) {
- var cell = self.cells[cellX][cellY];
- if (!cell.building) {
- currentSelection = null;
- console.log("Nothing selected");
- }
- }*/
console.log("Clicked " + input.x + ',' + input.y);
self.currentViewCenter.x = input.x;
self.currentViewCenter.y = input.y;
// Clamp the view center to the map boundaries
@@ -144,10 +127,10 @@
self.y = y * 100;
self.type = type;
self.playerId = playerId;
self.asset = self.attachAsset(type, {
- anchorX: 0,
- anchorY: 0,
+ anchorX: 0.5,
+ anchorY: 0.5,
tint: getPlayerTint(playerId)
});
self.asset.x = self.x;
self.asset.y = self.y;
@@ -279,20 +262,15 @@
y: currentPos.y
};
var cellX = Math.floor(input.x / 100) + gameMap.currentViewCenter.x - Math.ceil(game.width / 2 / 100) - 3;
var cellY = Math.floor(input.y / 100) + gameMap.currentViewCenter.y - Math.ceil(game.height / 2 / 100);
- for (var x = cellX; x < gameMap.cells.length; x++) {
- for (var y = cellY; y < gameMap.cells[x].length; y++) {
- var cell = gameMap.cells[x][y];
- if (cell.building && x < cell.building.cellX + cell.building.cellW && y < cell.building.cellY + cell.building.cellH) {
- currentSelection = cell.building;
- console.log("Building selected: " + cell.building.type + " at " + cell.building.cellX + "," + cell.building.cellY);
- return;
- }
+ if (cellX >= 0 && cellX < gameMap.cells.length && cellY >= 0 && cellY < gameMap.cells[cellX].length) {
+ var cell = gameMap.cells[cellX][cellY];
+ if (!cell.building) {
+ currentSelection = null;
+ console.log("Nothing selected at " + cellX + ',' + cellY);
}
}
- currentSelection = null;
- console.log("Nothing selected at " + cellX + ',' + cellY);
dragStart = null;
}
game.on('down', handleDragStart);
game.on('move', handleDragMove);
a tileable sand terrain tile.
A square tileable rock terrain tile WITHOUT BBORDER. Single Game Texture. In-Game asset. 2d. No shadows. No Border
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0x5e86ff
Zenith view of a white rectangular Harvester shape of a garbage truck with a triangular head. Harvesting on sand, with flowing spice in the back. inside a square fence. Zenith view. Directly overhead. Plumb view.
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3 white flat isometric concentric circles like a target.
Remove background
Gray background
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an empty black popup UI. UI